EDGE subscribers got their issues this morning. There’s a few details about the article coming out already...

- The new engine is based on the Fox Engine, but after that the engine is referred to as ‘new engine’.

- The new physics engine uses something called ‘Barycentre physics’, this basically means that different body parts have different weights. So collisions are similar to FIFA, except the impact strength will depend on which part of the body is hit.

- The team are focusing on 'photo-realism' when it comes to graphics, there’s a close up image of a Japanese player’s face showing detailed skin pores and individual eyebrows. Shirts are separate from the player models, they hang from the players and flow, they also get pulled when jostling.

- The ball control radius in 3x bigger than the current gen allowing for more dynamic off-ball tussles while player’s legs try to get control of the ball

- You can set player’s ‘zones’ meaning you can have an individual player only be allowed to move in a small area of the pitch when defending.

I'll try to find more details from the article if I can, I'm the same NickSCFC from Evo-Web.

Adam wrote:Can I pop on here and ask a request? Please refrain from spreading scans of the magazine, and posting extensive pieces of text from the article. Rounding up (like above) is great.

I'm no longer a mod, so it's not me imposing rules, but I hope everyone respects the Edge magazine.

No problem, my source doesn't upload scans, he usually just posts review scores and a list of features when he gets his subscription through. The features sound like they're in line with what we were expecting EDGE to publish, more to do with the engine and technical aspects rather than modes, licencing etc...

NickSCFC wrote:EDGE subscribers got their issues this morning. There’s a few details about the article coming out already...

- The new engine is based on the Fox Engine, but after that the engine is referred to as ‘new engine’.

- The new physics engine uses something called ‘Barycentre physics’, this basically means that different body parts have different weights. So collisions are similar to FIFA, except the impact strength will depend on which part of the body is hit.

- The team are focusing on 'photo-realism' when it comes to graphics, there’s a close up image of a Japanese player’s face showing detailed skin pores and individual eyebrows. Shirts are separate from the player models, they hang from the players and flow, they also get pulled when jostling.

- The ball control radius in 3x bigger than the current gen allowing for more dynamic off-ball tussles while player’s legs try to get control of the ball

- You can set player’s ‘zones’ meaning you can have an individual player only be allowed to move in a small area of the pitch when defending.

I'll try to find more details from the article if I can, I'm the same NickSCFC from Evo-Web.

On paper, these details are indeed wonderful. I'm even more interested now.

Remember how FIFA 07 was build from scratch using a new engine? Seems like it's Konami's turn now...

Pillars of the new PES engine.

1. Barycentre Physics and Ball control

The new engine allows for a larger separation between player and ball - three time the radius of PES 2013, where tight 'confrontation' zones are used to make tackling easier. A striker will be able to throw his body weight in one direction and use his opposing foot to push the ball in the other way, leaving defenders off balance and buying space for a pass or shot. Players have specific centres of balance, calculated by locating their centre of gravity, or barycentre. You'll be able to control your player's weight shifts at all times and use practice touches to push the ball away from your feet. We see a wireframe demo with more natural animations and fluid transitions than FIFA 13. You control the player and the physics drives the animation, not vice versa. It's hard to tell how this will transform the 'feel' of play, rather than just being admirable behind the scenes calculations, but there appears to be scope for a radical new control scheme - think of how Skate's right-stick motions mimicked real-life movements by exploiting dynamic physics, and how they compared to the digital button taps of Tony Hawks Pro Skater. This could be a revelation in football game control.

2. Contact and Physicality

Konami has pinpointed this as a weakness in previous games, but now players can jostle for space - even without the ball present - for headers at corners, or to dominate a smaller opponent. You'll be able to tug shirts (cloth is now separate from the player's body and stretches) as well as elbow for room on the touchline. It works in tandem with the physics and precision control. Agile players can unbalance defenders with dropped shoulders or ball skills, and push the ball further ahead to exploit their acceleration. "Previously, body feints were more aesthetic," admits Masuda. "Now they're a key tactic."

3. Squad Emulator

Formations remain essential for success, but now you can set 'zones of play' so your key players focus on certain tactics in mission-critical areas. For example, you can set your front line to focus on possession and probing for gaps in from of a deep-lying defence. In theory, you'll be able to recognise your favourite teams pattern of play within a few minutes. The emphasis on defending and shape should allow weaker teams to create effective strategies, such as when Celtic beat Barcelona in the Champions League by defending deep, buoyed up by the home crowd.

NickSCFC wrote:Remember how FIFA 07 was build from scratch using a new engine? Seems like it's Konami's turn now...

Pillars of the new PES engine.

1. Barycentre Physics and Ball control

The new engine allows for a larger separation between player and ball - three time the radius of PES 2013, where tight 'confrontation' zones are used to make tackling easier. A striker will be able to throw his body weight in one direction and use his opposing foot to push the ball in the other way, leaving defenders off balance and buying space for a pass or shot. Players have specific centres of balance, calculated by locating their centre of gravity, or barycentre. You'll be able to control your player's weight shifts at all times and use practice touches to push the ball away from your feet. We see a wireframe demo with more natural animations and fluid transitions than FIFA 13. You control the player and the physics drives the animation, not vice versa. It's hard to tell how this will transform the 'feel' of play, rather than just being admirable behind the scenes calculations, but there appears to be scope for a radical new control scheme - think of how Skate's right-stick motions mimicked real-life movements by exploiting dynamic physics, and how they compared to the digital button taps of Tony Hawks Pro Skater. This could be a revelation in football game control.

2. Contact and Physicality

Konami has pinpointed this as a weakness in previous games, but now players can jostle for space - even without the ball present - for headers at corners, or to dominate a smaller opponent. You'll be able to tug shirts (cloth is now separate from the player's body and stretches) as well as elbow for room on the touchline. It works in tandem with the physics and precision control. Agile players can unbalance defenders with dropped shoulders or ball skills, and push the ball further ahead to exploit their acceleration. "Previously, body feints were more aesthetic," admits Masuda. "Now they're a key tactic."

3. Squad Emulator

Formations remain essential for success, but now you can set 'zones of play' so your key players focus on certain tactics in mission-critical areas. For example, you can set your front line to focus on possession and probing for gaps in from of a deep-lying defence. In theory, you'll be able to recognise your favourite teams pattern of play within a few minutes. The emphasis on defending and shape should allow weaker teams to create effective strategies, such as when Celtic beat Barcelona in the Champions League by defending deep, buoyed up by the home crowd.

well at least konami have a path set for them for next gen. So we wont get a repeat of this gen

NickSCFC wrote:Remember how FIFA 07 was build from scratch using a new engine? Seems like it's Konami's turn now...

Pillars of the new PES engine.

1. Barycentre Physics and Ball control

The new engine allows for a larger separation between player and ball - three time the radius of PES 2013, where tight 'confrontation' zones are used to make tackling easier. A striker will be able to throw his body weight in one direction and use his opposing foot to push the ball in the other way, leaving defenders off balance and buying space for a pass or shot. Players have specific centres of balance, calculated by locating their centre of gravity, or barycentre. You'll be able to control your player's weight shifts at all times and use practice touches to push the ball away from your feet. We see a wireframe demo with more natural animations and fluid transitions than FIFA 13. You control the player and the physics drives the animation, not vice versa. It's hard to tell how this will transform the 'feel' of play, rather than just being admirable behind the scenes calculations, but there appears to be scope for a radical new control scheme - think of how Skate's right-stick motions mimicked real-life movements by exploiting dynamic physics, and how they compared to the digital button taps of Tony Hawks Pro Skater. This could be a revelation in football game control.

2. Contact and Physicality

Konami has pinpointed this as a weakness in previous games, but now players can jostle for space - even without the ball present - for headers at corners, or to dominate a smaller opponent. You'll be able to tug shirts (cloth is now separate from the player's body and stretches) as well as elbow for room on the touchline. It works in tandem with the physics and precision control.Agile players can unbalance defenders with dropped shoulders or ball skills, and push the ball further ahead to exploit their acceleration. "Previously, body feints were more aesthetic," admits Masuda. "Now they're a key tactic."

3. Squad Emulator

Formations remain essential for success, but now you can set 'zones of play' so your key players focus on certain tactics in mission-critical areas. For example, you can set your front line to focus on possession and probing for gaps in from of a deep-lying defence. In theory, you'll be able to recognise your favourite teams pattern of play within a few minutes. The emphasis on defending and shape should allow weaker teams to create effective strategies, such as when Celtic beat Barcelona in the Champions League by defending deep, buoyed up by the home crowd.

NickSCFC wrote:Remember how FIFA 07 was build from scratch using a new engine? Seems like it's Konami's turn now...

Pillars of the new PES engine.

1. Barycentre Physics and Ball control

The new engine allows for a larger separation between player and ball - three time the radius of PES 2013, where tight 'confrontation' zones are used to make tackling easier. A striker will be able to throw his body weight in one direction and use his opposing foot to push the ball in the other way, leaving defenders off balance and buying space for a pass or shot. Players have specific centres of balance, calculated by locating their centre of gravity, or barycentre. You'll be able to control your player's weight shifts at all times and use practice touches to push the ball away from your feet. We see a wireframe demo with more natural animations and fluid transitions than FIFA 13. You control the player and the physics drives the animation, not vice versa. It's hard to tell how this will transform the 'feel' of play, rather than just being admirable behind the scenes calculations, but there appears to be scope for a radical new control scheme - think of how Skate's right-stick motions mimicked real-life movements by exploiting dynamic physics, and how they compared to the digital button taps of Tony Hawks Pro Skater. This could be a revelation in football game control.

2. Contact and Physicality

Konami has pinpointed this as a weakness in previous games, but now players can jostle for space - even without the ball present - for headers at corners, or to dominate a smaller opponent. You'll be able to tug shirts (cloth is now separate from the player's body and stretches) as well as elbow for room on the touchline. It works in tandem with the physics and precision control. Agile players can unbalance defenders with dropped shoulders or ball skills, and push the ball further ahead to exploit their acceleration. "Previously, body feints were more aesthetic," admits Masuda. "Now they're a key tactic."

3. Squad Emulator

Formations remain essential for success, but now you can set 'zones of play' so your key players focus on certain tactics in mission-critical areas. For example, you can set your front line to focus on possession and probing for gaps in from of a deep-lying defence. In theory, you'll be able to recognise your favourite teams pattern of play within a few minutes. The emphasis on defending and shape should allow weaker teams to create effective strategies, such as when Celtic beat Barcelona in the Champions League by defending deep, buoyed up by the home crowd.

Hi im new to the wenb forums hello to everyone hope we have an amazing pes 14 this year...here is a few snippets about pes 14....

Check out long list of PES 2014 details below:

Engine based on FOX EngineEngine referred to as “new engine”New physics engine uses “Barycentre physics”Barycentre physics: different body parts have different weightsCollisions are similar to FIFAImpact strength of collisions depend on which part of the body is hitTeam is focusing on “photo-realism” for graphicsOne closeup of a Japanese player’s face in EDGE shows detailed skin pores and individual eyebrowsShirts are separate from the player modelsShirts hang from the players and flow and get pulled when jostlingBall control radius in 3x bigger than current gen, providing more dynamic off-ball tussles while player’s legs try to get control of the ballCan set a player’s “zones”This allows you to have an individual player only be allowed to move in a small area of the pitch while defending

pes_fanatic6672 wrote:Hi im new to the wenb forums hello to everyone hope we have an amazing pes 14 this year...here is a few snippets about pes 14....

Check out long list of PES 2014 details below:

Engine based on FOX EngineEngine referred to as “new engine”New physics engine uses “Barycentre physics”Barycentre physics: different body parts have different weightsCollisions are similar to FIFAImpact strength of collisions depend on which part of the body is hitTeam is focusing on “photo-realism” for graphicsOne closeup of a Japanese player’s face in EDGE shows detailed skin pores and individual eyebrowsShirts are separate from the player modelsShirts hang from the players and flow and get pulled when jostlingBall control radius in 3x bigger than current gen, providing more dynamic off-ball tussles while player’s legs try to get control of the ballCan set a player’s “zones”This allows you to have an individual player only be allowed to move in a small area of the pitch while defending

some nice detailsBut these will only work .. if the animations on the engine are more organic than robotic, more dynamic, and realistic.

NickSCFC wrote:Remember how FIFA 07 was build from scratch using a new engine? Seems like it's Konami's turn now...

Pillars of the new PES engine.

1. Barycentre Physics and Ball control

The new engine allows for a larger separation between player and ball - three time the radius of PES 2013, where tight 'confrontation' zones are used to make tackling easier. A striker will be able to throw his body weight in one direction and use his opposing foot to push the ball in the other way, leaving defenders off balance and buying space for a pass or shot. Players have specific centres of balance, calculated by locating their centre of gravity, or barycentre. You'll be able to control your player's weight shifts at all times and use practice touches to push the ball away from your feet. We see a wireframe demo with more natural animations and fluid transitions than FIFA 13. You control the player and the physics drives the animation, not vice versa. It's hard to tell how this will transform the 'feel' of play, rather than just being admirable behind the scenes calculations, but there appears to be scope for a radical new control scheme - think of how Skate's right-stick motions mimicked real-life movements by exploiting dynamic physics, and how they compared to the digital button taps of Tony Hawks Pro Skater. This could be a revelation in football game control.

I find this bit very interesting! I've been thinking about this for a while, inspired by Skate too, as the way forward for controls in a football game. Old PES games had the manual right stick passing option, but I I would imagine something more intuitive for the future. Controlling the players body/position with left stick en use the right stick for touches and passing. A fluent system which would integrate body movement/feints and passing.

In this perspective I'm also interested what the controllers of future consoles could offer. Think about sensors measuring heart rate and such.

Wasn't there some article from Konami / Pes development team, last year, where of the Konami guys mentioned something about future possibilities of reflecting people's emotions into a game?

@Adam (I hope you get to read this mate)I would just love them to sort out the online system. In 2013 it was a mess, the Widget was slow and clunky and often I would get disconnections and couldnt join matches. 2v2 Multiplayer Free Matches are few and far between.

They should also focus on bringing some much needed co-op online to this game. Master League online co-op with a friend would be awesome. You are the manager (or he/she is) you can suggest players to sign, formations to use, training regime's etc and your friend/manager can decide to implement them or not. When you play a match no fixed cursor crap, allow us to switch players thus a proper 2v2. This wouldnt be too hard to implement and would be STUNNING!

Also a 2v2 co-op Champions League mode against either AI opposition (difficulty level can be chosen when setting it up) or against human opponents (again this might not be so good as you will mostly end up playing Real Madrid or Barcelona...).

I really want Konami to focus on Online this year also. Its great to hear about this new engine they are developing and its got me excited about a PES game again The new bits they are talking about sound VERY promising.

@Adam (I hope you get to read this mate)I would just love them to sort out the online system. In 2013 it was a mess, the Widget was slow and clunky and often I would get disconnections and couldnt join matches. 2v2 Multiplayer Free Matches are few and far between.

They should also focus on bringing some much needed co-op online to this game. Master League online co-op with a friend would be awesome. You are the manager (or he/she is) you can suggest players to sign, formations to use, training regime's etc and your friend/manager can decide to implement them or not. When you play a match no fixed cursor crap, allow us to switch players thus a proper 2v2. This wouldnt be too hard to implement and would be STUNNING!

Also a 2v2 co-op Champions League mode against either AI opposition (difficulty level can be chosen when setting it up) or against human opponents (again this might not be so good as you will mostly end up playing Real Madrid or Barcelona...).

I really want Konami to focus on Online this year also. Its great to hear about this new engine they are developing and its got me excited about a PES game again The new bits they are talking about sound VERY promising.

I'll be able to detail just why online is a focus, and how we have achieved our goals soon enough, but right now you'll have to forgive me for not being able to go into it.

Right now most of you see me as one of you - born from the community and fully aware of what needs to be done. So please sit tight, I want to provide answers for you all without you needing to ask. Only thing is, embargoes! Once they end, I'll be here I promise.

@Adam (I hope you get to read this mate)I would just love them to sort out the online system. In 2013 it was a mess, the Widget was slow and clunky and often I would get disconnections and couldnt join matches. 2v2 Multiplayer Free Matches are few and far between.

They should also focus on bringing some much needed co-op online to this game. Master League online co-op with a friend would be awesome. You are the manager (or he/she is) you can suggest players to sign, formations to use, training regime's etc and your friend/manager can decide to implement them or not. When you play a match no fixed cursor crap, allow us to switch players thus a proper 2v2. This wouldnt be too hard to implement and would be STUNNING!

Also a 2v2 co-op Champions League mode against either AI opposition (difficulty level can be chosen when setting it up) or against human opponents (again this might not be so good as you will mostly end up playing Real Madrid or Barcelona...).

I really want Konami to focus on Online this year also. Its great to hear about this new engine they are developing and its got me excited about a PES game again The new bits they are talking about sound VERY promising.

I'll be able to detail just why online is a focus, and how we have achieved our goals soon enough, but right now you'll have to forgive me for not being able to go into it.

Right now most of you see me as one of you - born from the community and fully aware of what needs to be done. So please sit tight, I want to provide answers for you all without you needing to ask. Only thing is, embargoes! Once they end, I'll be here I promise.

I want to make it clear that this is a tech reveal, and this is Edge. Now I'm sure everyone knows by now it's a tech reveal, thats been a constant message, but I'm not sure people know what to expect from Edge.

I would appreciate it if someone could help me explain the type of magazine Edge is, but I would say game development-centric and high brow aka Gamasutra.com. Meaning, not your usual gaming magazine like OPM/OXM or Gamesmaster.

So I'm saying this because the content will be focus on game development and intricacies, not pretty pictures and words like 'awesome' and 'really good'

So expect 8 pages of details and theory. I wanted to put it out there, because I was having a conversation with someone about it, and seems to expect something more traditional. Edge isn't that!